CMaS '08 Design Week 1: Make!

Okay. Discussion of the Community Make-a-Set has sort of hit a lull. But that's okay. We can still make progress. And you know what? Actions speak louder than words. So I want everyone who's interested to just make card designs. And here are the rules:

Make some cards. Just design whatever you want to. Don't be bound by anything discussed in the existing thread. Just post ideas. This is a brainstorming session, in a way. And in order to find the diamonds in the rough, we need to start roughing it up.

We're not even looking at the cards yet. In fact, I don't want to see discussion of posted cards at all. Each post in this thread should be restricted entirely to the text necessary to communicate the card.

Quote:

Shock
Instant
~ deals 2 damage to target creature or player.

Grizzly Bears
Creature
2/2

Merfolk Looter
Creature
1/1: Draw a card, then discard a card.

Don't worry about creature types, creature names, or even mechanics at this point. All that can be dealt with later. This thread is for ideas, and only ideas, even if those ideas have nothing to do with anything previously developed for this set.

That is this weeks challenge: Make. Just make anything. I'll comb through here periodically and make mental notes of the good, the bad, and the ugly, but until Friday of next week, there are no holds barred. Come Friday, I'll sort through the submissions and dust off the diamonds, showcasing them and adding them to the skeleton of the set.

Good luck, and have fun.

PS - I suppose I can allow a few posts to be dedicated to questions and answers about what probably seems like a really weird way to start the set.

Omniscience 3uu
Enchantment
At the end of your turn, if you don´t have any card in your library, you win the game.

-

Tapper and untapper 1WU
Creature- Human Wizard
T: Untap target permanent, play this abilitie only once per turn.
Q: Tap target permanent, play this abilitie only once per turn.

-

Dark Spark 3BU

Enchantment
Planeswalker abilities costs double the amount of loyalty counters to play.
If a source would deal damage to a planeswalker, it deals double that damage instead.

Mon, 2008-04-21 09:46

Devia Umbra

Arbiter of Destiny
Legendary Creature - Avatar [r]
Whenever ~ attacks, put three 2/2 green Beast creature tokens into play tapped and attacking. At end of turn, remove them from the game., : Attacking creatures you control get +2/+0 and gain lifelink until end of turn.: Flip ~.
//
Ender of All
Legendary Creature - Avatar
~ is black.
~ has the activated and keyword abilities of all creatures.: ~ gets +1/+0 until end of turn.
3/4

Nothing says "I love you" like a playset of Baneslayer Angels.

Mon, 2008-04-21 13:47

Rusty Keyes

A cycle of creatures that get +1/+1 for each of a certain two-type permanent you control. For example:

Land Creatures are fun, but having ones stronger than 1/1 can get ridiculous. Perhaps a series of stronger land creatures that function similar to my set's enemy hybrids that read "Suspend 2, " and "If ~ was played from your hand, sacrifice it," would be good?

★ Administrator ★

Wed, 2008-04-23 01:40

Celio

Land creatures are a mess if they get big, I tried that before.

Some ideas:

Happy Spirits
Enchantment <u>
Whenever a card is removed from the game, you may gain 1 life.

"Missile X" is a keyword mechanic I have been developing for some time. It was initially a very complicated, attack phase mechanic, but I eventually decided to make it a simple ability.

"Missile X" on a card effectively means "T: this deals X missile damage to target attacking or blocking creature" (that is the reminder text), although, there is one more point of information, being: "where X is the missile power".

Also, this ability's effect is "a missile", so abilities such as "protection for missiles", would actually grant protection form "Missile X" abilities.

If a creature has counter missile, that means that if the creature is targeted by a missile, then they will deal X missile damage to the initial missiler, where X is the targeted creature's counter missile power. The damage from both the missile and counter missile will be dealt at the same time. Also, note that a creature can't counter missile a counter missile.

And if a creature were to be given "counter missile" on its own (with no X), then its missile power would be equal to its missile X missile power. If it didn't have a missile X ability, then its counter missile ability would be void.

"They said I was crazy to build a castle in the Swamp, but I built it anyway. It sank into the swamp. So I built a second one; that burned down, fell over and sank into the swamp. BUT THE THIRD ONE STOOD"
-Montey Python and the Holy Grail

Wed, 2008-07-09 21:41

BoomWolf

Melody of the Dead-3BB

Enchantment

Sacrifice a creature: put a soul counter on ~.
Remove two soul counters from ~, destroy target creature.
At the beginning of each player's upkeep that player may put a creature card from his graeyard into play tapped.

Sat, 2008-07-12 00:01

Fork Lord

Various cards from a set I started and never got around to finishing. Completly unrelated.

Desperate Summoning
Sorcery
Reveal cards from the top of your library until you reveal a creature card. Put that card into play and the rest on the bottom of your library in any order. That creature has Haste. Sacrifice it at end of turn.

Strike Down
Instant
~ deals 5 damage to target creature with power 4 or greater.

Time Out
Sorcery
Split second
Target player can’t play spells or activate abilities that arn’t mana abilities this turn.

Sanity Cage
Enchantment-Aura
Enchant creature
Whenever enchanted creature becomes tapped, its controller puts the top two cards of his or her library into his or her graveyard.: Tap enchanted creature.

Also, if we're looking at various keywords, I've got a suggestion.
Advantage against COLOR - When this blocks or becomes blocked by a COLOR creature, it gets +1/+1 until end of turn.
Advantage goes on creatures and is basically a weak version of protection.

Sat, 2008-07-12 18:50

GarmGarf

Would "Advantage against COLOR" be "Advantage against COLOR X", the number determining the +X/+X, or would it always be +1/+1?

(monkeychewtoy, I understand that you don't wish to see discussions on cards, but this is a question on clarification.)

Sun, 2008-07-13 00:21

Fork Lord

Sorry, I wasn't really clear. I thought it would always be +1/+1 (kinda like Flanking), but I suppose it could be either.

Example cards:

Vile Shadowspawn
Creature - Horror
1/2
Advantage against White (When this blocks or becomes blocked by a White creature, it gets +1/+1 until end of turn.): Regenerate ~

Chaotic Charger
Creature - Goblin Warrior
1/1
Advantage against Blue (When this blocks or becomes blocked by a Blue creature, it gets +1/+1 until end of turn.)

Atoner's Vow
Enchantment
When ~ comes into play, choose a color.
Creatures you control have Advantage against the chosen color (Each instance of advantage triggers seperately).